filters/fireball
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { create: create, update: update });
var filter;
var sprite;
function create() {
// From http://glslsandbox.com/e#20112.1
var fragmentSrc = [
"precision mediump float;",
"uniform float time;",
"uniform vec2 resolution;",
"uniform vec2 mouse;",
"// Yuldashev Mahmud Effect took from shaderToy mahmud9935@gmail.com",
"float snoise(vec3 uv, float res)",
"{",
"const vec3 s = vec3(1e0, 1e2, 1e3);",
"uv *= res;",
"vec3 uv0 = floor(mod(uv, res))*s;",
"vec3 uv1 = floor(mod(uv+vec3(1.), res))*s;",
"vec3 f = fract(uv); f = f*f*(3.0-2.0*f);",
"vec4 v = vec4(uv0.x+uv0.y+uv0.z, uv1.x+uv0.y+uv0.z,",
"uv0.x+uv1.y+uv0.z, uv1.x+uv1.y+uv0.z);",
"vec4 r = fract(sin(v*1e-1)*1e3);",
"float r0 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y);",
"r = fract(sin((v + uv1.z - uv0.z)*1e-1)*1e3);",
"float r1 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y);",
"return mix(r0, r1, f.z)*2.-1.;",
"}",
"void main( void ) {",
"vec2 p = -.5 + gl_FragCoord.xy / resolution.xy;",
"p.x *= resolution.x/resolution.y;",
"float color = 3.0 - (3.*length(2.*p));",
"vec3 coord = vec3(atan(p.x,p.y)/6.2832+.5, length(p)*.4, .5);",
"for(int i = 1; i <= 7; i++)",
"{",
"float power = pow(2.0, float(i));",
"color += (1.5 / power) * snoise(coord + vec3(0.,-time*.05, time*.01), power*16.);",
"}",
"gl_FragColor = vec4( color, pow(max(color,0.),2.)*0.4, pow(max(color,0.),3.)*0.15 , 1.0);",
"}"
];
filter = new Phaser.Filter(game, null, fragmentSrc);
filter.setResolution(800, 600);
sprite = game.add.sprite();
sprite.width = 800;
sprite.height = 600;
sprite.filters = [ filter ];
}
function update() {
filter.update();
}